Druid Homebrew Class
Druids are the spiritual caretakers of the natural world, connected to the primal forces and cycles of nature. Wise and composed, many druids revere nature, gaining their powers from the forces of nature itself, or deities of the natural world. This power grants druids the ability to shape the world through their magic, changing the terrain around them to assist themselves and their allies, or hinder their opponents.
Often mystical sages or sacred guardians, many druids seek to protect the ecological balance of the world, and aim to oppose the forces of chaos and destruction that threaten this balance. This mysterious and ancient primal magic that druids wield allow them to become a living force of nature, using the elements and the environment around themselves to control the battlefield.
Quick Build:
You can make a druid quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Strength, Dexterity, or Constitution as your second highest ability score. Second, choose an origin that increases your Wisdom. Third, choose the Druidcraft and Thorn Whip cantrip, and the following 1st-level spells: Entangle, Speak with Animals, Thornberry, and Wall of Vines.
Nature’s Envoy
Your attunement to the world grants you a special connection to nature. You can use your Wisdom modifier instead of your Intelligence modifier for Nature checks, and you can communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special way of understanding them in return.
You also know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful Wisdom (Perception) check but can't decipher it without magic.
Spellcasting
Drawing on the primal essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the Druid Spell List. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + Wisdom modifier + Proficiency Bonus
Spell attack modifier = Wisdom modifier + Proficiency Bonus
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
Transmute Nature
Beginning at 2nd level, you gain the ability to imbue the land with primal energy to transform it. You start with three effect options: Blooming Flowers, Obscuring Mist, and Harness Druidic Energy.
Some Transmute Nature effects require saving throws. When you use such an effect from this feature, the DC equals your druid spell save DC.
You must expend your use of Transmute Nature to activate one of these effects. You must then finish a short or long rest to use your Transmute Nature again.
Beginning at 5th level, you can use your Transmute Nature twice between rests, at 11th level, you can use it three times between rests, and at 18th level, you can use it four times between rests. When you finish a short or long rest, you regain all your expended uses.
Blooming Flowers
As an action, you choose one point you can see within 30 feet and cause flowers to bloom and release soothing pollen in a 10ft-radius sphere for 1 minute. Creatures of your choice that are not unconscious that start their turn in combat within the flowers, or enter the flowers for the first time on their turn, regain hit points equal to 1d4+your wisdom modifier.
Beginning at 5th level, the radius of the sphere increases to 15ft, at 9th level, the radius of the sphere increases to 20ft, at 13th level, the radius of the sphere increases to 25ft, and at 17th level, the radius of the sphere increases to 30ft.
Obscuring Mist
As an action, you choose one point you can see within 30 feet and cause blurring mist to appear in a 10ft-radius sphere for 1 minute. The area inside the fog is lightly obscured, and ranged attacks made against creatures of your choice within the fog are made with disadvantage.
Beginning at 9th level, the radius of the sphere increases to 15ft, and at 17th level, the radius of the sphere increases to 20ft.
Harness Druidic Energy
As an action, you can expend a use of your Transmute Nature to perform a quick ritual and regain one expended spell slot. The level of the spell slot can be no higher than 1st level, which increases when you reach a higher level in this class. You can use this Transmute Nature option a limited number of times per long rest based on your level in this class. You can use this option one time at 2nd level, two times at 7th level, and three times at 13th level.
Beginning at 6th level, the level of the regained spell slot can be no higher than 2nd level, at 10th level, the level of the regained spell slot can be no higher than 3rd level, at 14th level, the level of the regained spell slot can be no higher than 4th level, and at 18th level, the level of the regained spell slot can be no higher than 5th level.
Druidic Circle
At 3rd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Primal Transmutation
Starting at 5th level, your magic boosts your capabilities while you stand within it. While you are within an area of effect created by one of your Druid spells or an area created by expending a Transmute Nature, you gain a 1d4 bonus to Strength, Dexterity, and Wisdom checks you make, and you gain a +1 bonus to your AC.
Primal Focus
Beginning at 7th level, your druidic mind strengthens against any distractions. As a reaction to failing a constitution saving throw to maintain concentration on one of your druid spells, you can add your Wisdom modifier to the saving throw, potentially turning a failure into a success. You can use this feature once, and must complete a long rest before you can use this focus again.
When you reach 13th level in this class, you can use this feature a second time, and regain all expended uses when you complete a long rest. When you reach 20th level, you can use this feature a third time.
Beast Speech
Starting at 9th level, you automatically learn the Speak with Animals spell, and it does not count against the number of spells you can learn. You can cast this spell at will.
Transmuted Acclimation
Beginning at 11th level, your druidic magic further strengthens your body while you reside in it. When you start your turn within an area of effect created by one of your Druid spells or an area created by expending a Transmute Nature, your speed increases by 10 feet until the end of your turn, and you gain temporary hit points equal to 3 + your Wisdom modifier. These temporary hit points last until you leave the area of effect that granted it.
Timeless Body
Starting at 15th level, the ancient primal magic that you wield causes you to age more slowly. For every 3 years that pass, your body ages only 1 year. Your body does not suffer the frailty of old age, and you can’t be aged magically. However, signs of age can still appear on your body and you can still die of old age.
Additionally, your body no longer requires food or water.
Transmuted Soul
Starting at 18th level, your primal magic has empowered you entirely. While you are within an area of effect created by one of your Druid spells or an area created by expending a Transmute Nature, you gain a 1d4 bonus to any ability checks (instead of just Strength, Dexterity, and Wisdom ability checks), any attack rolls, and any saving throws you make. You also gain an additional +1 bonus to your AC (for a total of +2).
Archdruid
Starting at 20th level, you become the master of the most ancient primal magic, and become an embodiment of nature itself.
While you are conscious, you gain a permanent 10-foot radius aura that surrounds you and moves with you. You choose one of your features you require you to expend a use of Transmute Nature to use. The aura produces the chosen effect without needing to expend a use of your Transmute Nature. When you complete a short rest, you can change the aura’s effect with another one of your Transmute Nature options.
Alternatively, when you cast one of your druid spells with a duration of at least a minute and require you to choose a point for the spell, you can choose the point to be centered on yourself and cause the spell’s area to follow your position. You become immune to the spell’s area if it is harmful to you residing in the area. Performing this alternate casting requires your concentration, even if the spell does not require concentration normally.
Additionally, if you are reduced to 0 hit points and are not killed outright, you can expend one of your Transmute Nature uses to drop to 1 hit point instead.
Druid Features
As a Druid, you gain the following class features:
Hit Points
Hit Dice: 1d8 per Druid level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Druid level after 1st
Proficiencies
Armour: Light Armour, Medium Armour, Shields.
Weapons: Simple Weapons, Flail, Net, Scimitar, Trident.
Tools: Herbalism Kit or Healer’s Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose 3 from Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.
Starting Equipment
Each character begins their journey with equipment to aid in their adventuring. Some classes will give you a choice between certain equipment, your options are shown with the letters (a), (b) etc. When given this choice, you can only take one option from the choices. Your character starts with the following items on them:
- (a) padded armour or (b) hide armour
- (a) buckler shield, (b) heater shield, or (c) a simple melee weapon
- (a) druidic focus or (b) component pouch
- (a) dungeoneer’s pack or (b) explorer’s pack
- A simple melee weapon
- A sling
Link to Druid Spell List here.
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